;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Caliphate,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Bazaar).
^
Kanaqhs were the communal homes of the Suffists.

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ School).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content.

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Windmill).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases windmill output by 50%%.
Generally safer than Labor system.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases windmill output by 50%%.  Same as 
Floating Mill, but there is a risk of a slave revolt
unless civilization has discovered City Patrols.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Bazaar & Kanaqh for a grand
total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or villages) produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with school and observatory for a
grand total of 150%).
^
A Medrese (or "Madrasa") is an advanced
(secondary) Koran school, like a university.

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases windmill output by 50%%.  Cleaner
than all other forms of production.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
(Pyramids)
^
Counts as a Farm in every one of your cities.
^
This tonmb is the oldest still-standing building in Kuna
Urgendj. It was formerly thought to be the tomb of a 
theologist named Fakhr ad-Din Razi, but he is buried in Herat. 
This building is propably the mausoleum of Il-Arslan, a 
shah of the Khwarazmians, who reigned from 1156-1172.


@;Hanging Gardens
@PEDIAIMPROVE40
(Hanging Gardens)
^
One extra happy citizen in every city.
Obsolete after conquest of Bokhara.
^
Once the centre of a large cementary in Bokhara, this uniquely styled tomb
bearing the rulers of the Samanid dynasty now stands solely symbol for the
great achievements of the Samanids. It is a domed cube, every inch of it
being carved, turning the entire building into one single decorative piece
of art. It nowadays is one of the main attractions in the city of Bokhara.

@;Colossus
@PEDIAIMPROVE41
(Colossus)
^
City produces one extra trade arrow in each square that
already produces one.
^
A witness of the days when caravans regularly crossed the
plains and mountains between the Tigris and China.

@;Lighthouse
@PEDIAIMPROVE42
Triremes can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
(Great Library)
^
Civilization receives any civilization advance
already discovered by two other civilizations.
^
The Samanids are nowadays reckoned as the upkeepers of the
Persian culture between the fall of the Sasanid empire and 
the rise of the Ghaznavids.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your temples.

@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
(Marco Polo's Embassy)
^
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).
^
The Silk route is one of the oldest and the largest caravan route still existing. 
At many stops, there are caravanserais, trade posts mostly including a bazaar, a 
stable for the horses and camels, sleeping quarters etc.
For more than a millenium the Silk Route was the only permanent connector between 
Europe and China. Samarqand, the largest city on the Silk Route, became one of the
largest and richest cities in the world.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
(Michelangelo's Chapel)
^
Counts as a Mosque in each of your cities.
Obsolete after conquest of Somnath.
^
This Shiva shrine is one of the most important Hindu sites.
In 1025, Ghaznavid invaders completely destroyed it, carrying 
away 7 tons of gold and ornaments from the temple, for usage
at Mahmuds' magnificent temple in Ghazna.  However it was 
eventually rebuilt, a process that happened at least 7 times.

@;Copernicus' Observatory
@PEDIAIMPROVE50
(Copernicus' Observatory)
^
Increases science output of city by 50%%.
Obsolete after conquest of Ghazna.
^
Ferdowsi was a Persian poet living in the 11th century.
His most important work was the epic 'Shahnameh', or 
'Book of Kings' which is a poetic version of an ancient
Persian legend. Ferdowsi dedicated his work to Mahmud of
Ghazna, but he disregarded the epic and expelled Ferdowsi
from his empire when he protested against the scarce reward
he got from the king. Little did Mahmud know that the 'Shahnameh'
would one day become the most famous piece of Persian literature...

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
(Da Vinci's Workshop)
^
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.
^
In 680, a tragedy occured at Kerbela, which became the actual
birth of the Shi'a. After the death of the Umaiyad Caliph Muawiya
the people of Qufa convinced Husain, the son of Ali, grandson of
the prophet and third Imam of the Shiitees, to take the power as 
the righteous leader of the Muslims. On his way into Iraq, Husain
and his followers were encircled and slaughtered by the Caliph Yazid,
without the promised help arriving from Qufa. This event founded the
Shiite identity. Husains tomb in Kerbela became a sacred spot for the
Shiites.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
(Bach's Cathedral)
^
Decreases unhappy citizens on same continent by 2 per city.
Obsolete after conquest of Baghdad.
^
For many centuries, this mosque, errected by 
al-Mutawwakil between  848 and 852, was the largest mosque 
in the world. It is most famous for the Malwiya minarett,
50m high and of unique spiral style which obviously influenced
by the ancient sumerian ziqqurats.
Samarra itself, nowadays but a small village, became the
Abbasid capital under Caliph al-Mutasim, and was, with 57km,
one of the largest cities in the world at that time; only the
foundations of the once so magnificent buildings remain, and
the partially restored mosque with its minarett, is the only
monument rising from the ground.

@;Isaac Newton's College
@PEDIAIMPROVE55
(Isaac Newton's College)
^
Doubles science output of city.
^
Founded by the Parthians as counterweight
to the Greek city of Seleucia, Ctesiphon
became the site for several magnificent
imperial palaces of the Parthian Arsacid 
and the Persian Sasanid dynasty. The most
famous of its buildings is the Taq-i Kisra,
a palace supposedly built by Shabuhr I.
The Arabs refused to use the city, and in 
Islamic literature, it became symbol for decadence.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
(Adam Smith's Trading Co.)
^
Pays the maintenance for all city improvements which
ordinarily cost 1 dinar per turn.  City improvements
requiring more than 1 dinar per turn maintenance are not
affected.
^
For winter residence, the ghaznavid rulers founded a
new palace city in the warmer territories of southern
Afghanistan. It was called Al-Askar (the camp), and
was the site of some huge palaces, the ruins of which,
in contrary to the imperial capital Ghazna (nowadays
Ghazni) still stand today, despite the conquest of
the Mongols in 1221 (and hopefully despite the rule
of the Taleban between 1996 and 2001).

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
(Eiffel Tower)
^
When you first obtain control of the Djashma Aiyub,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.
^
In all of Central Asia, there are tomb-like buildings which were built on
sacred spots. This one, in Bokhara, is supposed to stand on the spring of
Aiyub (Hiob). The exact date of construction is unknown. Tamerlane (ruled in
the 14th century) claimed that it was built under his rule, but the style rather
resembles Kharakhanid motifs, and thus might have been built as early as the
11th century.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
(United Nations)
^
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a caliphate, you can declare war 50%% of the time
^  (peacekeeping missions).
^
Despite the fall of power in the east after Baghdad was taken
by the Bujids, the Abbadid Caliph remained to be a characterization of
sovereignity among the iranian and turkish rulers. He claimed to
be direct descendand to the prophet Muhammad. The Turkish Ghaznavid
and Seldjuk rulers respected this, and, despite the possibility
to dethrone him, they tried to gain his favor, as they had no
religious legitimation whatsoever; the role of the Caliph, thus,
could be compared to that of the Pope in the Middle Ages.

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
(SETI Program)
^
Counts as a Medrese in every one of your cities; effectively
doubles your science output.
^
The Khodja-Mashhad Medrese is the oldest Medrese of Central Asia. It consists of
two domes, one of which originally built as a mausoleum, the other one built as a 
mosque. Even though they look almost identical, they were built almost two centuries
apart from each other.

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Tribe, Sultanate, and
later Emirate and Theocracy, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Caliphate, on the other hand, gives your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Tribe
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Trine has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Tribe, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Tribe's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Sultanate as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Sultanate
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Sultanate has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Sultanate, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Sultanate is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Emirate
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Emirate, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All DERVISH units produced under Emirates are
given VETERAN status.  Under Emirates, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Emirate is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Theocracy
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Theocracies may produce
ASSASIN units.
^
^HAPPINESS
Under Theocracy, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Theocracy has a LOW rate of corruption.
However, Theocracy has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Public Baths, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Theocracy, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Theocracy eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Caliphate I (Republic)
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Caliphate has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Caliphate, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Caliphate can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Caliphate II (Democracy)
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Caliphates experience NO corruption or waste.
^
^SPECIAL
Under a Caliphate, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Caliphate are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Caliphates can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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